Stompy

what do you think about a black splash with Winding Constrictor, he should work well with hexdrinker, avatar of the resolute and the new barkhide troll.
also the ability can stack if we have more the one on the battlefield...

what do you think about a black splash with Winding Constrictor, he should work well with hexdrinker, avatar of the resolute and the new barkhide troll.
also the ability can stack if we have more the one on the battlefield...

Adding a second colour is not free(phyrexian mana doesnt count), The cornerstone of Green stompy is pain free mana base + aspect of hydra. That is our core advantage over other decks.

Winding constrictor means you now must guarantee black on turn 2. If you are going to warp the mana base to achieve that then you can do much more powerful things with G/B available and it only makes sense to go down that path since all the upfront cost has been paid. like compliment our threats with cheap discard since control is problem for the deck, or add cheap black removal since tribal strategies are a losing match up too. congrats you are now playing Rock.

what do you think about a black splash with Winding Constrictor, he should work well with hexdrinker, avatar of the resolute and the new barkhide troll.
also the ability can stack if we have more the one on the battlefield...

Adding a second colour is not free(phyrexian mana doesnt count), The cornerstone of Green stompy is pain free mana base + aspect of hydra. That is our core advantage over other decks.

Winding constrictor means you now must guarantee black on turn 2. If you are going to warp the mana base to achieve that then you can do much more powerful things with G/B available and it only makes sense to go down that path since all the upfront cost has been paid. like compliment our threats with cheap discard since control is problem for the deck, or add cheap black removal since tribal strategies are a losing match up too. congrats you are now playing Rock.

If we take budget out of the equation I disagree with you about the not including fetchlands yes they make narnams better and slow for a second Color splash, but the also increase the decks consitancy, taking out extra lands and meaning we can draw more threats and protection. Also in black specificly they add both the slash and revolt for fatal push, with is one of the big three removal spells for a reason. Dismember is a ok budget replement but it is a budget replacement. Also yes we take a little pain in the mana base but a single dismember takes 4 life, and that's about the life loss you can expect in a game where you fetch a single shock and fetch a basic. Dismember dosnt work with this plan as you need three lands (2 of which are black to offset the life lose) remember dismember is 1 2 life and 2 life not 1 and 4 life.
Also the option it opens up with assassins trophy and abrupt decays means you get answers to Tron lands, Jace, tef Chalice on one and ensuring bridge. All connected to creture removal. Which are all thing that the deck struggles with. It also adds nihile spell bombs as a legitimate gy hate which is nice.

I disagree that you would end up playing rock. Rock is a powerful midrange resources denial deck. Stompy is still an aggro deck that uses protection and instant speed pump to close games.

Stompy is much more that a budget pain free mana base and aspect. It's also a green dominant aggro deck with lots of protection with easy game play and extremely strong budget options which how most people start the deck. The pain free mana base is only usful in a meta of fair decks that win with constant incremental damadge. This is not the current meta, so like every other deck we need to change to fit. Going faster and closer to the ground while maintaining disruption and resistance to spot removal and 0 reliance on the gy is much more important to the decks winning in the current meta. Aspect builds are nice but also inheratly slow. With a turn 1-2-3 drops curving out and the an aspect on turn 4 for +20 damadge by then the game is already over, 13-14 damadge by turn three dose alot more by shuting down opponents fetch and shock lands, with them needing multiple answer to deal with our protected threats and getting there life nice and low befor they can baordwipe, We used to be better at disrupting when infect and twin ruled because of vines but as green hasn't had any new relevent disruption in a long time but also alot of agressive cretures. the slower disruption plan needs to side line and we have to lean into the aggro plan a little harder.

Personaly I agree that snake may be worth another try. I tried to make him work about a year and a half ago and the counter synagy just wasnt there then. Now with hexdrinker and the troll it seems like a much more viable strategy, especially is you run the constrictor in the three drop slot as a 3 of(as troll and hexdrinker can act as the big game ending beatsticks.)

This while running mb Push and the new g/b horizon land. seemm pretty viable.

I don't think it's as powerful as a white slash but is certainly much closer in power than it used to be and now has its own legimate pay offs and strengths. (I think g/b is fantastic against fair and midrangy decks (humans, jund, spirits ect) and g/w is better against unfair combo decks (dreadge + vines, storm, adnuasum, vizer company ect. )

its not about budget, it never has been about budget, the origins of this deck thread was about developing competitive decks.
I own play sets of all the fetches so thats not what has been stoping me from playing them.

It's not good to play on turn 1, not even turn 2. It only has 1 power, which is a red flag for our deck.
You need to have 3 lands in your graveyard, which means you need to crack 3 fetches/canopy lands before this card gets good.
His ability is not useful for us. It costs 2 mana, which is a lot for us, and if you want to use his ability to turn his first ability on, you still can't use him to attack since you need to tap him as well.
We have no real utility lands that we could search for.
In conclusion: I think he's too slow. Even if he is not awful as a topdeck late game, Hexdrinker is better in basically every way.

its not about budget, it never has been about budget, the origins of this deck thread was about developing competitive decks.

I mean, right there in the second paragraph of the original post:
“One of the advantages of Stompy in Modern is it's an inherently cheap deck that doesn't require any truly expensive cards.”

Whether you like it or not, whether you agree or not, whether you like to lord your collection value over others or not, budget IS a consideration in this deck and has been from the start. A reason people are drawn to mono color builds as modern entry points is because they’re budget accessible in a way that multicolor builds are not. Also in that paragraph, “As such, if you're brand new to Modern and are looking for a starting point, this is a great one. ”.

You might as well remove that paragraph entirely if we start to take the “you need to run a $200 landbase in this monocolor build or you’re not welcome to talk here” attitude.

Hey, I'm new here but I've been playing these decks for awhile and I was wondering, why is 4x Hashep Oasis not automatic? Nothing relies on forests, and we don't care about life total so the ping is irrelevant.

It's more of a 1-of, as a very expensive finisher imo. Life matters for G Stompy, that's one reason to play 1 color only, so you can race fair and start games at 20 life instead of 17 like most decks in the format.
If you splash a 2nd color, it's actually not a given to play Oasis, as you may prefer Horizon lands and/or run fetchlands which, on top of Oasis, start to stack up dangerously.

Dungrove Elder relies on Forests, so people who play that can argue against it.
Also, people who are not on a budget should run Horizon Canopy or Nurturing Peatland over Hashep Oasis (by the way everyone, if you're not splashing white you should run Peatland because it has the very slight upside of making Dismember cost 1 less life sometimes).
We also only run 2 Canopy lands; some people might argue for 3 (which I would not recommend), but definitely not more than that.
The reason for that is that you do not want to hurt yourself so often, especially when you have 2 of them in your opening hand. This is very relevant against a number of decks, most notably Burn and other aggro decks that want to outrace you. Also decks like Storm and Scapeshift might be able to go off earlier if you have damaged yourself for about 5 life throughout the game.
Short answer: we kind of do care about our life total, especially since Stompy is not as strong in the meta as it used to be.

on the new reliquary elf. basically it would have been perfect for a fetchland heavy build, before hexdrinker was printed, i agree that hexdrinker out classes it in every way. if it started as a 2/1 then it might be worth looking into, but the not coming online till turn three at earliest and the defensive stats for the first three turns means its no good for us. the place i see it working really well is a vengevine discard aggro deck.

I semi-retired Stompy when Modern Horizons came out. I've been piloting a quite different Green Aggro deck to consistent 4-1 results on MTGO. I posted a list like this a couple pages back. If ya'll would prefer I start it's own thread I can do that, but figured I'd post it here. Can discuss card choices etc more if you would like. I will say Hexdrinker has been absolutely insane.

Hm interesting. Do you ever transform Garruk, or do you use him exclusively for his day-side abilities and maybe get a transform if your opponent walks into it?

If your intent is to transform, I wonder if Heart of Kiran is worth considering. You’ll often be able to crew it from a summoning sick creature or by taking a counter off garruk, transforming him.

I picked up some Heart Of Kiran to test, but haven't used them. The maindeck has thus far felt super tight. Every card pulling it's weight in the role it was intended. Garruk Relentless has been awesome in multiple ways, I had him in my Stompy SB off and on. Sometimes he's just removal. I've ultimated the dark side a few times, used him to tutor for a specific out a few times. Even had a light and a dark side both in play in the elf match-up two days ago. His damage ability lines up really well against Deputy Of Detention, and making a 2/2 without ticking down can fog a big creature like Death's Shadow until I draw something more tangible.

I put it in bold somewhere at the top of the primer, and like you said as well: do not suggest 4 drops. It's as simple as that. It has to single handedly win us the game on the spot if we want to run it, or it'd be a sideboard card that wrecks specific decks. Only two cards have really made it into the sideboard: Thrun, the Last Troll against Control, and Creeping Corrosion against Affinity (and not even everyone runs those). Other than that, 4 drops are just not for us.

so you're splashing white. I guess the worship, can get some people by surprise.
And game 2, it mess up their sideboard plan because they had to bring in enchant hate.

as for the new vivien. We really cannot add too many 4 cmc cards, any 4 cmc card needs to be a strong hate card for specific match ups as said by previous posts. I personally have one chameleon colossus in side, that bring in against shadow decks and decks that have plenty of black.